81 lines
2.5 KiB
C++
81 lines
2.5 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2013 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/cpu/thread_state.h"
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#include <cstdlib>
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#include <cstring>
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#include "xenia/base/assert.h"
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#include "xenia/base/logging.h"
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#include "xenia/base/threading.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/xbox.h"
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namespace xe {
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namespace cpu {
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thread_local ThreadState* thread_state_ = nullptr;
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ThreadState::ThreadState(Processor* processor, uint32_t thread_id,
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uint32_t stack_base, uint32_t pcr_address)
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: processor_(processor),
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memory_(processor->memory()),
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thread_id_(thread_id) {
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if (thread_id_ == UINT_MAX) {
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// System thread. Assign the system thread ID with a high bit
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// set so people know what's up.
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uint32_t system_thread_handle = xe::threading::current_thread_system_id();
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thread_id_ = 0x80000000 | system_thread_handle;
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}
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backend_data_ = processor->backend()->AllocThreadData();
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// Allocate with 64b alignment.
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context_ = memory::AlignedAlloc<ppc::PPCContext>(64);
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assert_true(((uint64_t)context_ & 0x3F) == 0);
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std::memset(context_, 0, sizeof(ppc::PPCContext));
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// Stash pointers to common structures that callbacks may need.
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context_->global_mutex = &xe::global_critical_region::mutex();
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context_->virtual_membase = memory_->virtual_membase();
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context_->physical_membase = memory_->physical_membase();
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context_->processor = processor_;
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context_->thread_state = this;
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context_->thread_id = thread_id_;
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// Set initial registers.
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context_->r[1] = stack_base;
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context_->r[13] = pcr_address;
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}
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ThreadState::~ThreadState() {
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if (backend_data_) {
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processor_->backend()->FreeThreadData(backend_data_);
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}
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if (thread_state_ == this) {
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thread_state_ = nullptr;
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}
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memory::AlignedFree(context_);
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}
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void ThreadState::Bind(ThreadState* thread_state) {
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thread_state_ = thread_state;
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}
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ThreadState* ThreadState::Get() { return thread_state_; }
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uint32_t ThreadState::GetThreadID() {
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return thread_state_ ? thread_state_->thread_id_ : 0xFFFFFFFF;
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}
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} // namespace cpu
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} // namespace xe
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